The White's page

RPG Superstar 7 Season Dedicated Voter. Organized Play Member. 63 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


RSS

1 to 50 of 63 << first < prev | 1 | 2 | next > last >>
Liberty's Edge Dedicated Voter Season 7

Price is about right for the effect but completely wrong for spell used and CL.

Liberty's Edge Dedicated Voter Season 7

Hmmm, new item that I like vs the first time I have seen my item. Sorry other item, hope I see you again soon so I can make up for this

Liberty's Edge Dedicated Voter Season 7

1 person marked this as a favorite.

Hey look, a new item that I actually want to keep. Good job whoever you are

Liberty's Edge Dedicated Voter Season 7

Eric Hindley wrote:
The White wrote:
Why are there so may items with the title "Item, Magic" instead of "Magic Item"?
Have a look at your Core Rulebook. I especially recommend Boat, Folding; Boots, Winged; Feather Token, XXXX; Ioun Stone, XXXX; etc. There is precedence for it.

Yea but those are generally used for items that are essentially the same as each other with a slight variance. Feather Tokens and Iuon Stones are a class of item with specific sub-items. The ones that I have been seeing (mostly) don't hold to that

Liberty's Edge Dedicated Voter Season 7

Oh god. I don't know how I pick between these two. I'd love to put the first one inside the second one and watch it run around, I need a "combine item" button

Liberty's Edge Dedicated Voter Season 7

Why are there so may items with the title "Item, Magic" instead of "Magic Item"?

Liberty's Edge Dedicated Voter Season 7

Hmm.. I actually have to vote for one of the socketable items

Liberty's Edge Dedicated Voter Season 7

Bardess wrote:
50 words item, created without spells.

I would honestly buy that item on literally every character that I ever made ass soon as they could afford it. Unfortunately, I'm pretty sure that my DM would take it away from me within one or two encounters

Liberty's Edge Dedicated Voter Season 7

Nearly 5k for a reusable version of 1gp mundane item that I am never going to use five thousand times.

Liberty's Edge Dedicated Voter Season 7

ZZ Price! Drink. Assuming that price = 2*cost it is also the 2nd most expensive item I've seen and I haven't seen the 1.8million one yet

Liberty's Edge Dedicated Voter Season 7

Does "That Orc over there" count as a 1-5 word description?

Liberty's Edge Dedicated Voter Season 7

Pick a name and stick with it

Liberty's Edge Dedicated Voter Season 7

Joke item vs OP item that transforms into a meta item that transforms into a cursed item...

Joke item gets the vote because at least it is interesting and fun

Liberty's Edge Dedicated Voter Season 7

1 person marked this as a favorite.

Line breaks..
.
Line
breaks
everyw
here
.

Liberty's Edge Dedicated Voter Season 7

Holy s$&@ I am sick of seeing items that basically read "an <insert class I don't play> hurt me once and so now I WILL RENDER IT COMPLETELY F!+$ING USELESS"

Liberty's Edge Dedicated Voter Season 7

2 items. 7 words in the combined names. 6 words starting with the letter "t" and 8 "t"s in total

Liberty's Edge Dedicated Voter Season 7

Hey, I finally found my first ZZ aura. It also doesn't know what race invented it - (Race?)Itemname. Good job random poster, the other guy gets my vote

Liberty's Edge Dedicated Voter Season 7

I put this on, if you try to target me make a save, if you WIN then it fizzles, if you fail then it hits you. Succeeding a save to cast should result in nothing happening.

Liberty's Edge Dedicated Voter Season 7

If you are going to make us make a skill check to use an item, it might be a good idea to not make it check that can be used untrained and that we can take 10 on and then make the DC 10

Liberty's Edge Dedicated Voter Season 7

Socks... that's a new one on me. My dad would love those

Liberty's Edge Dedicated Voter Season 7

Tooth item of bling vs socketable item of "I've played too much Diablo 2 recently"

Well, I suppose with the amount of variations of each of those that I have seen that I was bound to run into that decision eventually

Liberty's Edge Dedicated Voter Season 7

Oh, cool, a sword that glows in the vicinity of orcs and goblins. Definitely never seen that before. Yep, 100% original idea

Liberty's Edge Dedicated Voter Season 7

Cost 10000+

Sure... that's how this works

Liberty's Edge Dedicated Voter Season 7

Do an action, take full damage then heal half of it (and get resed if you die)... why not just take half damage?

Liberty's Edge Dedicated Voter Season 7

pH unbalanced wrote:
Why must he have a band?

Because it's a banned item, DUH... but yea, that one was a bit silly

Liberty's Edge Dedicated Voter Season 7

1.8 million? Yea,not gonna happen

Liberty's Edge

@ TOZ. Fantasy in this case meaning High Fantasy, generally something akin to Tolkien. You know, that style of setting that 90% of D&D games have been set in since it began. It is generally what the word fantasy means unless there is a different context in play

Liberty's Edge

After looking through some of the books (namely UM and UC), it has occurred to my group that PF has pretty much given up on being a fantasy game and just gone "screw it, let's go Steampunk". Especially after UC. I mean, just look at the picture of the Spellslinger Wizard... Not that this is a bad thing, just an observation and a thread to see if anyone else has noticed this and what people's thoughts are on it. Personally, I quite like it.

Liberty's Edge

I think I like Red Leaf's spell ideas. Thanks branche for pointing out the "all cure or inflict" clause, I'd forgotten that. Knowing the other players there is a very good chance that we have a cleric somewhere in the party so I'll be playing more of a controller than buffer/healer.

I really need to get my hands on this Inner Sea thing, I keep seeing it crop up in discussions here with some cool stuff. Lacking getting that I'm thinking of getting Haunted for my curse, mostly for fluff. I don't want deaf, again for fluff, my reasoning behind disguise and bluff is that while he believes that necromancy isn't evil, he does understand that some people are against so I'll be disguising my undead and telling people "no, they are just faithful servants who have taken a vow of silence" and deaf makes it very hard to hear when the angry mob is coming at me.

Liberty's Edge

I can't see any reason why those spells wouldn't heal the stuff described. Is there any difference between me getting my hand cut off for stealing that me cutting it off myself for some odd reason? Unless you want to claim that there is some magical or divine reason to prevent them from working it should be fine.

Of course I would be very tempted to rule that if a class/item requires scarring etc that if the scars are removed the character loses any class features from that class or the item stops working (you would have to allow a save to resist any healing spells that tried to heal the scars if the character was unwilling)

Edit: I was thinking more along the lines of Restoration than Cure/Regen... Once any HP damage is healed I don't think Cure light etc can do anything about lasting results such as scars. The rest of my post remains valid for Restoration etc (although that is just my opinion, not RAW)

Liberty's Edge

So we're starting up a new campaign and I'm planning on playing a Necromancer. Before I go on I'm going to say that the DM has approved this for the game and I'm planning on play LN (character believes strongly that necromancy is not inherently evil etc etc etc) so I'm not looking for RP or moral discussions, this thread is purely for mechanics.

Game is 15pt buy using pretty much any official PF material but no 3rd party or 3.5e. I currently have access to Core,APG,UC and UM as well as Bestiary 1 and 2 if I feel like being a strange race (unlikely but possible) and we start at third level

For a start, I'm thinking Human/Oracle (haunted/bones). Taking Heart of the Wilderness instead of Skilled.
For stats I'm thinking
Str 13 (+1 at lvl 4)
Dex 12
Con 12
Int 10
Wis 8
Cha 16 (18 after human bonus)(+all other increases past level 4)

For skills I'm thinking Disguise, Bluff, Knowledge (planes and religion)

For feats I'll probably take Toughness and Extra Mystery at level 1. Not sure about level 3

For mysteries Raise the Dead and Undead Servitude seem like obvious ones for level 1 (or for 1 and 3 if I don't end up with extra mystery). Not sure about the third one but maybe Death's Touch for the bonus healing on my minion

Spells are where I'm having difficulty. For 0th level I'm thinking Create Water, Guidance, Light, Read Magic and either Stabilize(for function) or Bleed(for fluff). For level 1 Inflict Light Wounds is obvious and Cause Fear is a bonus from Bones but I have no idea what to do with the other two that I can pick. Ideas here are especially appreciated

My thanks to anyone who reads through this and helps out

Liberty's Edge

Also remember that (assuming that you can take the "use a crossbow one handed penalty" to drop a larger crossbow to a one handed weapon for its size and the use two hands) that if you enlarge yourself you could use a crossbow the next size up by taking -1(large) -1(dex) -2(oversized) -4(two handed weapon in one hand) so after enlarging, you can theoretically shoot a 3d8 crossbow at a -8 penalty

Liberty's Edge

I'll run it by the DM tonight for the lulz, if he says no I'll just run one of my other fluffy ideas

Liberty's Edge

Yea, the idea was never meant to be an optimal build, just a kind of fun build that wouldn't be horribly ineffective and also trying to reduce the number of stats a pally needs (playing 15pt buy) and I'm not a huge fan of multiclassing.

Pretty much answers as expected, thanks for help

Liberty's Edge

I see what you did there

Also, out of interest, which parts are actually against RAW? I'm guessing that all of issue 1 forbids it and that the last half of issue 2 (one giving returning and the other reliable) but what about the first half of #2 where one replacement is just an extra restriction that doesn't conflict with the other archetype?

Liberty's Edge

Is it possible to combine the Holy Gun and Divine Hunter archetypes? I'm questioning this for two reasons
1: Divine Hunter replaces Heavy Armor with Precise Shot and Holy Gun only gets Light Armor but doesn't actually replace it with anything so I'm not sure having the Holy Gun lack of heavy prevents me from also being a hunter.
2: They both replace Divine Bond but they replace it with very similar abilities. Hunter requires it to be with a ranged weapon and gun requires it to be a firearm (just a more restrictive choice that isn't actually breaking the rules for hunter) so I don't see that being an issue. Hunter grants the ability to choose returning and gun grants reliable so that may be an issue.

I suspect the answer is "RAW says no but because they are so similar, ask your DM, he might say OK"

Liberty's Edge

Inflict Wounds + Craft (alchemy) + Brew Potion feat is easily one of the best low to mid level ingested 'poisons' available

Liberty's Edge

1 person marked this as a favorite.

DMing Rise of the Runelords atm and after a few resurrections we have a Duergar Fighter. After breaking through the front gate of a goblin fort she decided to scout the layout of the building by scaling one of the towers, a fairly easy climb with some decent climbing gear. After slipping down the stairs she hears some goblins in the corridor on the other side of the door and an idea forms. The fighter goes back upstairs and points out that she still has Enlarge Person activated and asks how sturdy the roof looks... I rule that it's goblin construction and pretty crummy. A bit of conversation about options later and because of coolness factor I let this happen with a few rolls for jumping etc and the fighter hurls herself off the tower at the roof of the low building falling with the force of an enlarged dwarf directly on top of the frail bodies of two goblins instagibbing both of them with a mighty SPLAT

It occurs to me that murdering goblins in odd ways is a staple of my games. I've also had goblins get killed by being convinced to try to jump over a huge pit. The monk that was scouting ahead saw a group of about 40 goblins and ran back to the group vaulting over the pit with the ease of a well trained monk. The group starts taunting the goblins "If we can do it so can you" and "come at me bro". I get the entire group to make bluff checks. Three of them roll 20's and one rolls a 1. Three quarters of the goblin hurl themselves to their deaths pretending to be monks

Liberty's Edge

By RAW I'm pretty sure it is destroyed but I'll let someone else be more definitive about it than I can be.

My personal ruling would be that a character can make a perception check to recover lost ammo with the DC being based on the environment. In an otherwise empty room it would be a low DC like 5 but in an open plain with knee high grass it would be much higher

Liberty's Edge

Talonhawke wrote:

At 17th level a guy who never saw a dragon but maxed his ranks in K:Arcana knows his dragons just like a rogue who's never seen a Philosepher's Stone trap can still disable it.

As to the rounds i would go with the lowest recharge of used forms this casting meaning that if you started with a dragon you would probably use 1d4 for the whole spell.

So hypothetically, if I found a creature that had a breath weapon that could be use every round and did 1d4 damage and another creature that could use a breath weapon once every 10 rounds but it did 20d6 damage. If I transformed into the 1d4 damage every round monster for a single round and then back to the 20d6 damage once, I could now use its breath weapon every round since that is the lowest recharge of the forms I have used?

I would still rule that the recharge is based on the form used. Going back to my hypothetical this means that I could use the 1d4 form, then transform and use the 20d6 immediately afterwards but I would then need to wait 10 rounds to use any breath weapon from any other form even if I switched back to the 1d4 creature.

Liberty's Edge

I have to agree with the "recharge roll sticks" people. If you use a breath weapon, you cannot use any other breath weapon until the recharge timer ends.

Ravingdork wrote:
What do you do about different forms that have different recharge rates? That would seem to imply that you HAVE to track them separately. (Just playing Devil's advocate.)

I would say that if you are in a form that requires 1d4 rounds to recharge, you roll your 1d4, at the end of that time you can use a breath weapon again no matter what form you are in. If your current form requires 3d8 rounds (just picking a stupidly high number for an example) then you have to wait the 3d8 rounds even if you go back to the first from that only had 1d4 or even another form that has no recharge

Liberty's Edge

This is why I phrased it as a question, because I wasn't 100% sure, just working based on assumptions from things like critical hits not multiplying precision damage

Liberty's Edge

Wouldn't the 9d6 still be precision damage? So you would end up with 1d4+1 force + 9d6 precision.

Liberty's Edge

Great post Greycloak. I had thought of an atonement quest but I hadn't read far enough to see if there was a good one, I'll have to read that part in #3. As far as the reincarnation goes, I've already decided that the only penalty I'll be hitting the fighter with is the -2 Con drain and whatever race gets chosen. Fortunately I have a really good group, the fighter will be happy with almost any choice I make provided it isn't something really stupid and I think the only choice that would really clash with the group is Aasimar (the druid wanted to be one but I'd said core races only). I really like the idea of Duergar, it would mitigate the con drain and (if I'm reading reincarnate right) the +2wis -4cha would be ignored so I'm basically moving the +2str from human to +con and I know she would love the +2CMD vs trip. I'm going to have to come up with something really cool to beat that

Liberty's Edge

I like the idea of going with something wrath based for the irony of it all. Going small would really just be a bit more of a cash soak and put a bit more pressure on the pally to get his own cash together so I'm not sure if that's a bad thing or not. Not to mention that small nerfs her trip a bit. Small wrathful creature is sounding good.

Also, since the character was level one at death she gets the 2 point con drain instead of negative levels

Liberty's Edge

Yea, I found the stuff on ability healing and atonement. Pally's going to be about 1k out of pocket (assuming the party doesn't fork out for it)

I'll see if I can find the merchant wagon in the text

The fighter died mostly due to some bad decisions and some good rolling (they would have been cheering to roll that well normally) I'm looking for a reincarnation that wont overpower the character (recently played in a campaign with a vampire and it wasn't a lot of fun for anyone). I also don't want anything significantly underpowered (don't really want to penalize them too much, they already had to use up most of the cash they have found). Ideally I want something that will be fun for the player and will likely cause some conflict in the group but nothing huge. I'm considering Goblin just for the villager hate... this is the big one I'm struggling with

Liberty's Edge

Ok, been DMing Burnt Offerings for a few weeks now and my party of 5 (Half-Elf Druid, Dwarf Pally, Human Fighter, Half-Orc Alchemist and something Oracle) have managed to
1: Misinterpret the letter from Tsuto (arriving at the glassworks after he has left for Thistletop with Ameiko (thus also missing out on his journal)
2: Head into the Catacombs of Wrath and after getting the Pally nearly killed (-9hp with Con of 12) by the Sinspawn in B1 (a good portion of the damage donw by the alchemist missing with his bombs) head directly to B12 and B13 and the fight with Erylium. At this point the Oracle, Druid and Fighter rush the Sinspawn at the runewell while the Alchemist and Pally try to take down Erylium with bombs and a crossbow. Naturally, the alchemist misses with his first bomb which proceeds to scatter directly into the runewell, exploding inside the watter and showering the rest of the party with Wrath Water (I decide that half damage and an easier will save vs rage will apply to all members within 5 feet of the well) causing the Druid's pet and the Fighter to rage. Long story short, the sinspawn drops quickly and Erylium eventually goes down after getting into close combat and dropping the pally's dex to 4 (YAY level 1 characters not having immunity to anything yet) once they manage to get into a position where she is the nearest creature to the fighter (I let the druid use handle animal on a turn by turn basis to keep her pet from attacking). At this point the oracle is on 0 hp so the alchemist and pally decide that the best way to deal with the fighter is to knock her unconscious, tie her up and let the rage die out while the druid keeps her pet from doing anything and the oracle ties it up. The alchemist hits with a greataxe for max damage and the pally then swings and deals max damage dealing enough damage to kill the fighter (by 1)

The aftermath of all this is
They have no idea which goblin group to attack
They managed to get enough cash from Erylium's dagger to afford a reincarnation (roll was 00, DM's choice)
The pally is now an LN ex-pally (deliberately attacking a fellow LG party member who worships the same god as you with lethal damage and killing them = evil in my books) with 4 dex until the poison wears off
Everyone hit level 2

My questions:
How do I direct them to Thistletop? I'm thinking of just having a villager come up to them and explain that they went into the glassworks to see why it was so dead and found the journal in one of the rooms the party skipped.
What should I reincarnate the (scythe wielding trip specd) fighter as?
What is the procedure (and cost) for a pally undergoing attonement and getting 8 points of poison dex damage healed?

Liberty's Edge

Hmm, trust players to come up with something that is just strange enough to not be quite covered by the rules. I definitely think Stynkk got it right that the -4 for throwing a non-throwing weapon stacks with not knowing how to use it in the first place (let's face it, throwing a sword is hard if you know how to handle it, throwing it when you can't use it properly to begin with is going to be damn near impossible). I guess it's up for interpretation weather it definitively counts as an improvised weapon in that case since it never comes right out and says it but it does kind of hint at it. There's probably enough wiggle room there for it to work how I'm thinking.

Thanks for the input guys. Much appreciated.

Liberty's Edge

For the first two points, I'd probably end up house ruling it in since they aren't crafted to be throwing weapons I would make them improvised if they were being thrown and normal when being wielded, I might stack the penalties (-4 non-proficiency, -4 throwing something that isn't designed for it) and force the guy to take a proficiency feat in whatever weapon he plans on hurling around. Essentially makes the build a bit more specific and stops other characters doing the same stuff without taking an extra feat. Nice to get a second opinion on the RAW of it, at least now I can tell the players that it is a house-rule and not RAW if I allow it.

For the third point, isn't it only a -2 for wielding an inappropriately sized weapon?

Spoiler:

Inappropriately Sized Weapons: A creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn't proficient with the weapon, a –4 nonproficiency penalty also applies.

I'm glad I got it right about not being able to use a large two handed weapon at all, can I just get some extra clarification on the following.
Medium Character can use
Tiny Two Handed weapon (as a light weapon) with a -4 penalty
Small One Handed weapon (as a light weapon) with a -2 penalty
Small Two Handed weapon (as a one handed weapon) with a -2 penalty
Any Medium weapon normally
Large One-Handed weapon (as a two handed weapon) with a -2 penalty
Large Light weapon (as a one handed weapon) with a - 2 penalty
Huge Light weapon (as a two handed weapon) with a -4 penalty

That's how I interpret the RAW, please correct me if I'm wrong here

Essentially my Throw Anything Alchemist would be able to throw a Large Bastard Sword at -4(house ruled improvised throwing weapon) -4(non-proficient) -2 (inappropriate size) for a total of -10 2d8 thrown weapon
Throw anything would get rid of the improvised -4 and weapon proficiency would get rid of the other -4 leaving him at -2 for a 2d8 thrown weapon but if he then tries to throw a Huge Kama he gets -4 for non proficiency and -4 size for a total of -8 (whereas anyone without TA gets a -12 because of my house-ruling)

Liberty's Edge

Throw Anything (Combat)
You are used to throwing things you have on hand.
Benefit: You do not suffer any penalties for using an
improvised ranged weapon. You receive a +1 circumstance
bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with
an improvised weapon.

This feat does nothing to reduce penalties for throwing oversize weapons right? eg a Human throwing a large longsword would normally suffer -4 for improvised throwing weapon and -2 for it being too big for him but if he had throw anything it would only take away the -4 for improvised not the -2 for oversized.
Also, can he even use a large two handed weapon (say a large greatsword)?

The reason I ask is that our previous DM ruled that our Alchemist who picked up a Giant's greataxe could throw it with no penalties resulting in him having a 3d6 ranged weapon that he wasn't proficient in with no minuses to the roll giving him a massive damage boost at the start of combat. I have a feeling that the same player is thinking about making a build specifically around throwing weapons that are bigger than he is for the campaign I'm starting up. While this is a cool idea, I'm fairly sure that there should be some restrictions floating around that weren't there last time this was done. Pretty much, the way I read the rules, a Medium Alchemist with throw anything can throw any medium sized weapon with no penalty, a large light or one handed with a -2 and a huge light weapon with a -4 penalty (assuming no range increments and no throwing into combat penalties). I'm just making sure I have this right before I start throwing rulings around

Race

Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! |

Classes/Levels

HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1

Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

About Finlogan

Age 192 Height 5-ft, 7-in Weight 160 lb.
Hair Orange red Eyes Gold

APPEARANCE:
Finlogan is a wood elf of average height with short orange red hair. He wears veteran traveler's gear over hide armor and shoulders a backpack, shield, longbow and quiver. His weapon's belt carries a wooden cudgel and a sheathed longsword.

PERSONALITY:
Personality Traits
1. I judge people by their actions, not their words.
2. When I set my mind to something, I follow through no matter what gets in my way.

Ideal = Change Life is like the seasons, in constant change, and we must change with it.

Bond I suffer awful visions of a coming disaster and will do anything to prevent it.

Flaw Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.

BACKGROUND:
In 1300 DR Finlogan was born in Suldanessellar in the Forest of Tethir. During his youth, he was recruited into the Emerald Enclave. His indoctrination ensured that his twofold goals became maintaining balance in the natural order and combating the forces that threaten that balance. Eventually, his dedication and fervor led him to be inducted within his local druidic circle venerating nature in all its forms, as well as the gods of the First Circle, those deities closest to the power and majesty of the natural world. When the drow destroyed his home in 1369 DR, Finlogan struck out to seek revenge on the drow and adventure with his fellow wood elven refugees.

During the next 16 levels of experience, Finlogan traveled throughout Faerun including the Underdark and Chult. He saved the existence of many nations and Faerun itself several times during the decades, in order to restore the balance. Over the most recent decade or so (since 14th level), Finlogan’s true form has been lost to most memories, except for his closest friends and oldest acquaintances, because he has developed a habit of changing his form frequently, whether animal or humanoid. And all the experimentation that could be enjoyed. He prefers male humanoid forms of average strength and above average agility, e.g. human, elf, half-elf, halfling, gnome, goblin and satyr. His armor usually becomes studded leather, while his shield distorts, too. And if he shifts to a small humanoid, his longbow shrinks to a shortbow. And his obvious valuables of diamond dust, gems & coins, appear and feel almost worthless as sand, pet rocks, and coppers. Even in his natural form, he embeds his jade circlet within his hair and his Staff of the Woodlands becomes a mace. Some of his familiar guises are the following:
- Arran, human druid
- Baratheon, half-elf ranger
- Trod Underfoot, halfling ranger
- Periwinkle Fiddlesticks, forest gnome ranger
- Dax, goblin knight
- Fyr!, goblin sorcerer
- Magorian, satyr
- Charlindra, drow archer

While Finlogan has attained the highest rank within the Emerald Enclave as a Master of the Wild, he pretends that his guises are lower ranks, his own apprentice, or an intermediary between whomever and himself. Between Wind Walking and Transporting via Plants, he traverses Faerun quite quickly using a large network of known plant “portals.”

Finlogan has seen so much that few events genuinely phase him. He enjoys taking the time to smell the roses and offering what wisdom a stranger would accept from a stranger. He carries his only material possessions. And what wealth that he has earned and not donated, he has invested in material components for his spells.

Recently, the Emerald Enclave has developed a keen interest in the ongoing rebuilding efforts in Mulmaster – especially as they know that the Thayans are leading these efforts. In addition, Finlogan has been directly informed by divine agents of the First Circle that things are unfolding in the greater Moonsea region that will spell doom for the world at large, again. So, one of the many new temples of Ilmater in Mulmaster has become Finlogan’s next location to investigate.

Race Wood Elf
Class Druid 17, Circle of the Moon
Background Faction Agent: Emerald Enclave
Alignment Neutral
Gender Male

Initiative +3 Senses Passive Perception 21, Darkvision 60 ft

==DEFENSE==
AC 19 (14 armor +3 Dex +2 Shield)
HP 122 = 8 +16x5 +17x(+2 Con)
Strength +0, Dexterity +3, Constitution +8x2
Intelligence +6, Wisdom +11, Charisma +0
Armor +2 Studded Leather
Defensive Abilities
- Fey Ancestry: Elves have advantage on saving throws against being charmed, and magic can’t put you to sleep.
- Absorb Elements: Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage. The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
- Amulet of Proof against Detection and Location: You can't be targeted by such magic or perceived through magical scrying sensors.
- Ring of Free Action: difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.

==OFFENSE==
Speed 35 ft
Melee Scimitar +9 (1d6+3) Slashing
Melee +2 Staff +8 (1d6+2) Bludgeoning
Ranged (150/600) Longbow with +2 arrows +13 (1d8+5) Piercing
Ranged (30) Produce Flame +13 (4d8) Fire
Special Attacks

==STATISTICS==
Str 10, Dex 16, Con 14, Int 10, Wis 20, Cha 10
Proficiency +6

==PROFICIENCIES ==
Wood Elf – Perception, longsword, shortsword, shortbow, and longbow.
Wood Elf languages – Common, Elven & Sylvan
Druid – Light & Medium armor & Shields
Druid – Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Druid – Medicine & Survival, Herbalism Kit, Druidic language
Faction Agent – Insight, Nature
Faction Agent languages – Goblin, Undercommon
Training - Draconic, Ignan (500 gp)

==SKILLS==
+6 Deception (6 proficiency +0 Cha)
+11 Insight (6 proficiency +5 Wis)
+6 Intimidate (6 proficiency +0 Cha)
+6 Nature (6 proficiency +0 Int)
+11 Perception (6 proficiency +5 Wis)
+6 Persuasion (6 proficiency +0 Cha)
+11 Survival (6 proficiency +5 Wis)

Languages Common, Elven, Sylvan, Goblin, Undercommon, Draconic & Ignan

==ABILITIES ==
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Wild Shape Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply:
• Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
• When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
• You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part o f a spell, such as call lightning, that you’ve already cast.
• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Combat Wild Shape: When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column o f the Beast Shapes table, but must abide by the other limitations there). Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
- Melee, murdery: Fire Elemental
- Melee, Gargantuan with 20 ft reach: Brontosaurus
- Melee, room to trample: Triceratops
- Melee, single foe: Giant Crocodile
- Melee, vs. invisible: Giant Scorpion
- Swimming: Giant Shark
- Flying: Quetzalcoatlus
- Climbing: Giant Spider

Ability Score Improvement or Feat
4th – Resilient: +1 Con. You gain proficiency in saving throws using the chosen ability.
8th – +2 Wis
12th – +2 Wis
16th – Skilled: Deception, Intimidate & Persuasion

Primal Strike Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Elemental Wild Shape At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

Thousand Forms By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.

Feature = Safe Haven: As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.

==SPELL CASTING ==
DC 19 = 8 +6 Proficiency +5 Wis

Cantrips Known = 4 Druidcraft*, Guidance*, Produce Flame*, Shillelagh,

Prepared = 22

1st level spells prepared: Absorb Elements*, C-Detect Magic* ritual, C-Faerie Fire* (Dex) , Goodberry,

2nd level spells prepared: C-Healing Spirit*, C-Heat Metal (Con), C-Pass without Trace,

3rd level spells prepared: Dispel Magic*

4th level spells prepared: Dominate Beast*, Freedom of Movement, Stone Shape, C-Wall of Fire,

5th level spells prepared: C-Commune with Nature* ritual, Greater Restoration, C-Maelstrom (Str), C-Scrying, Transmute Rock, C-Wall of Stone (Dex),

6th level spells prepared: Heal*, Heroes Feast, C-Investiture of Stone*, Transport via Plant*, Wind Walk

7th level spells prepared: Plane Shift (Cha), C-Reverse Gravity,

8th level spells prepared: Feeblemind (Int), C-Tsunami*,

9th level spells prepared: Foresight, C-Shapechange

== EQUIPMENT ==
Attuned Magic Items
1. Staff of the Woodlands (10 charges) - 2 lb.
2. Amulet of Proof against Detection and Location
3. Ring of Free Action

Worn
Helm of Comprehending Languages
+2 Studded Leather - 12 lb.

Set of traveler’s clothes – 4 lb.
- Horseshoes of the Zephyr
- Jade circlet (Shapechange) (1,500 gp)
- Pouch of diamond dust (Greater Restoration) (2,900 gp)
- (2) Gem-encrusted bowls (Heroes Feast) (2,000 gp)
- Silver mirror (Scrying) (1,000 gp)
- Pouch of rods attuned for Plane Shift to Air, Earth, Fire, Water, the Beastlands & House of Nature (1,500 gp)
- Pouch with a set of divinatory bones (Find the Path) (100 gp)
- Pouch of Goodberries (20)
- Pouch of gems & coins (300 gp)
- Component pouch - 2 lb.
Shield - 6 lb.
Scimitar – 4 lb.
Longbow – 2 lb.
Quiver with (20) +2 arrows – 1 lb.

Heward’s Handy Haversack – 5 lb.
Strapped to outside
- Saddle of the Cavalier - 20 lb.

Left pocket

Right pocket
- Codebook of Emerald Enclave - 1 lb.
- Bedroll - 7 lb.
- Mess kit - 1 lb.
- Waterskin - 4 lb.
- Component pouch - 2 lb.

Central pocket
- Rope, hempen (50 feet) - 10 lb.
- backup Staff of the Woodlands (10 charges) - 2 lb.

Load lb.

Carrying Capacity: Str x15 = 150 lb.

ADVANCEMENT:

Timeless Body Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Beast Spells Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.

19th - Elemental Adept (Fire): When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type.